More docs coming on.

This commit is contained in:
Richard Davey
2013-10-01 16:39:39 +01:00
parent a38ad2d1a9
commit ca113b85aa
80 changed files with 10121 additions and 4763 deletions
+6 -6
View File
@@ -29,13 +29,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.game = game;
/**
* @property {bool} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {bool} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
@@ -174,7 +174,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* Note that this check doesn't look at this Sprites children, which may still be in camera range.
* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
*
* @property {bool} autoCull
* @property {boolean} autoCull
* @default
*/
this.autoCull = false;
@@ -290,7 +290,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.inWorldThreshold = 0;
/**
* @property {bool} _outOfBoundsFired - Description.
* @property {boolean} _outOfBoundsFired - Description.
* @private
* @default
*/
@@ -649,7 +649,7 @@ Phaser.Sprite.prototype.getBounds = function(rect) {
*
* @method play
* @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {Number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
@@ -714,7 +714,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
/**
* Is this sprite visible to the camera or not?
* @returns {bool}
* @returns {boolean}
*/
Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {